/* * Author: jaynus * * Get the absolute turret direction for FOV/PIP turret. * * Argument: * 0: Vehicle (Object) * 1: Turret Position * * Return value: * [position, direction] */ #include "script_component.hpp" EXPLODE_2_PVT(_this,_vehicle,_position); private ["_turrets", "_turret", "_config", "_turret", "_povPos", "_povDir", "_gunBeginPos", "_gunEndPos", "_pov"]; _turret = [_vehicle, _position] call CBA_fnc_getTurret; _pov = getText (_turret >> "memoryPointGunnerOptics"); _gunBeg = getText (_turret >> "gunBeg"); _gunEnd = getText (_turret >> "gunEnd"); TRACE_3("", _pov, _gunBeg, _gunEnd); // Pull the PIP pov or barrel direction, depending on how the model is set up _povPos = ATLtoASL ( _vehicle modelToWorldVisual (_vehicle selectionPosition _pov ) ); _povDir = [0,0,0]; if(_pov == "pip0_pos") then { _pipDir = ATLtoASL ( _vehicle modelToWorldVisual (_vehicle selectionPosition "pip0_dir" ) ); _povDir = _pipDir vectorDiff _povPos; } else { _gunBeginPos = ATLtoASL ( _vehicle modelToWorldVisual (_vehicle selectionPosition _gunBeg ) ); _gunEndPos = ATLtoASL ( _vehicle modelToWorldVisual (_vehicle selectionPosition _gunEnd ) ); _povDir = _gunBeginPos vectorDiff _gunEndPos; }; [_povPos, _povDir]